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Ultra Street Fighter 4 Discussion Thread

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Comments

  • Moderators Posts: 5,599 ✭✭✭Azza


    Like normal focus attack red focus has 3 levels of attack.
    Level 1 crumples on counter hit.
    Level 2 crumples on hit.
    Level 3 crumples on hit and can not be blocked.

    Hitbox and attack speed is the same as a normal focus attack.

    The difference is that it can absorb an infinite number of hits.
    It still looses to armour breakers and throws. It costs 2 bars of super meter to use.

    Red Focus does 1.5 times the damage of a normal focus attack.
    Red Focus builds ultra meter at twice the rate normal focus does when absorbing attacks.

    Ex.Red Focus attack costs 3 bars of super meter and like normal Ex.Focus has no armour. Unlike Ex.Focus it crumples on level 1 hit, meaning you combo into off a hard strength normal or certain special moves and then land Ultra.


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    What characters do people think are looking strong in Ultra? I think Rose is looking fantastic for sure. I think Cammy and Fei are still gonna be really strong, I'm not so sure about Seth or Akuma. Evil Ryu also looks great now, so does Dudley. I think Rolento is the best out the new characters and will find a good spot as an A tier character, time will tell on that one! But that's just my opinion. What do people think?


  • Registered Users, Registered Users 2 Posts: 11,138 ✭✭✭✭chopperbyrne


    Rolento struggles a bit against pressure, but otherwise is very solid. Think the twins will be strong again and Ken could end up being the best shoto.


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    Rolento struggles a bit against pressure, but otherwise is very solid. Think the twins will be strong again and Ken could end up being the best shoto.

    Yeah, true, from what I've seen that seems the way. Ken looks great now, I think E Ryu will be best shoto with ken hot on his heels


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    For all the sad DeeJay players out there, this guy seems to have found some buttons with use and it's AE. I believe that c.mp is getting better too?



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  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    D4RK ONION wrote: »
    For all the sad DeeJay players out there, this guy seems to have found some buttons with use and it's AE. I believe that c.mp is getting better too?


    That's a bit like posting a video of Blanka v Hawk and saying Blanka is gdlk because of it.


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    On the contrary, if you watch the video, smug doesn't lose the match because he gets kept out too hard, but rather, Dudley gets outbuttoned over and over.

    I actually think that's a decent match for Dudley.


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Can I ask what you think happened at 1:03?


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    Well, I'm not sure what very specific point you're going to attempt to make here, but DeeJay's "Knee Shot" (which is getting it's hit-stun increased by 3F!) beats Dudley's AntiAir s.mk before it can startup (which starts up in 6 frames btw). I believe this happens multiple times during the match.

    Then, Dee Jay uses his rather decent looking hitconfirm to land a cool combo into sobat kick. He FADCs the combo into another button that I've never even seen before and attempts to reset with a throw for extra damage. Smug techs the throw though :(

    Not sure what point you're trying to make, genuinely! While we're at it, this DeeJay uses yet another new button to me (cr.hp?) to stuff Dudley's attempt at starting pressure with a jab at 1.01. Pretty cool.

    My point with the video was mainly that this Dee Jay manages to beat Smug without using lk.Sobat and I thought maybe the Dee Jay mains/secondaries would like to see some interesting new buttons and tech. Apparently not.


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    Honestly, he's getting a slew of buffs. I'm really not trying to bring up this debate again or get into any arguments, but from what I see he's improved as a character. I count 2 actual nerfs to the character ; U2 DMG and his MGU being easier to punish on block now. I don't count sobat lower invincibility as a nerf because I disregard this property to ever have been justified, so the move does what it really should now

    Overall, he has more damage output now (new combo opportunities and dmg buffs across the table. really good buffs here, deejay players have gotta be happy about this). His knee shot buff is insane, I don't think he has any right getting this buff at all, but it is what it is. This is a big deal, sure it does 20 less damage, but those 3 extra frames of hitstun are so crucial, that's an insanely strong buff. He can now easily confirm off a knee into a cl st.mk, into MP now, and then into something else, or go into cr.mk for a knockdown into a mixup (not sure if this combos but I'm sure it does?). Not to mention cr.MK does more damage now, so that's another way damage is being made up. If you're complaining about losing 20 dmg over an extra 3f of hitstun, which in turn leads to so much more dmg and opportunities (dmg and knockdown potential), then you're crazy. This is a mega buff for Deejay, this move is already great. Also, going into MK sobat > FADC can now lead to more dmg and corner carry into knockdown, like I said, lots of new options

    His "get off me" reversal, pretty much got buffed. They could have made it more punishable and just flat out nerfed it, making it throw inv. and faster is crazy good. All slight nerfs deejay is getting, he's a getting a great buff in their place

    Sobat is -3 now, only realistic punish to this now is super. So theoretically in the Ryu matchup, this is the same as an Akuma sweep for Deejay, except it's a charge move. This move just got better imo. You just have to be less braindead about using it now with the lower inv nerf

    His normals are better, getting some quicker startup and hitbox buffs on some normals, this is a big deal for dealing with cr.techs or even a little in footsies.

    Chip DMG on air slasher is good, the 3 dmg adds up to a lot, given you'll probably land a few blocked air slashers on your opponent throughout a match

    IMHO these are all good changes, I don't understand why people are so disheartened, I'd be glad if I was a Deejay player right now. Not to mention red focus is a bigger benefit to charge characters right now, so overall he has a lot more tools.


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  • Registered Users, Registered Users 2 Posts: 800 ✭✭✭The Hound


    Deejay got Buffed. We should all be crying over Sagats nerfs. Character is useless now.

    Please help
    https://www.change.org/en-AU/petitions/capcom-save-sagat


  • Registered Users, Registered Users 2 Posts: 547 ✭✭✭ladnopoka


    cody is useless to guys


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Dhalsim had a new 2 hit medium kick...great way to stop focus spam. One of the original changes we heard about a year ago.....and a month from release they remove it. :p


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    I played a good bit of sim in the arcades (both as him and against him) and honestly 2 hit MK was braindead. It was insanely good. Too good. It had to go. I still think Sim is a stronger character in Ultra.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    How? Nearly the entire cast can simply duck under it. He was garbage in AE and the 2 hit mk was his only substantial buff in this version. It helped him in his bad match ups. 10 more damage on heavy punch or heavy kick wont stop him getting destroyed by half the cast.

    He needed a new tool and he got it. But then a few people whined on forums and inexplicably they removed it at the 11th hour. It's just disappointing. :(


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    Kirby wrote: »
    How?
    It stops all armoured attempts at gaining ground against Sim. There are already few opportunities to pick a moment and try to armour in against Sim and this made it totally worthless. Makoto/Sim for instance, IMO, swung entirely into Sims favour with that one buff.
    Nearly the entire cast can simply duck under it.

    Yup, they can duck under it, but thankfully nobody in AE has Tao's crawling from BB; if you're ducking under it, you're not moving forward. If you're not moving forward, you're losing.
    He was garbage in AE and the 2 hit mk was his only substantial buff in this version. It helped him in his bad match ups.
    It didn't just help him in his mad matchups, it made the match-ups he was already good in almost unwinnable for those characters. It utterly shuts down big slow characters to the point where those match-ups become 9-1. That's not how balancing works.

    Also, he wasn't and isn't garbage in AE. He has some insanely bad matches by design, but Arturo in particular is doing really well with atm in tournies. I'm not saying he's top tier in AE by any stretch, and he has some really flawed design aspects in this game I think, but s.mk didn't actually address any of those issues fairly.
    10 more damage on heavy punch or heavy kick wont stop him getting destroyed by half the cast.

    He needed a new tool and he got it. But then a few people whined on forums and inexplicably they removed it at the 11th hour. It's just disappointing. :(
    Standing MP start-up reduced by 1 frame (10F → 9F); advantage on hit reduced by 1 frame (0F → -1F); disadvantage after block increased by 1 frame (-3F → -4F)
    Standing HP damage increased by 5 (75 → 80); advantage on hit increased by 1 frame (0F → +1F)
    4+HP start-up reduced by 2F (7F → 5F)
    4+MK pushback on hit and block reduced
    4+HK damage increased by 10 (90 → 100)
    L Yoga Blast hurtbox reduced
    M Yoga Blast start-up reduced by 1 frame (15F → 14F)
    EX Yoga Blast damage increased by 10 (90*50 → 90*60); hitbox slightly expanded forward;
    EX Yoga Flame damage decreased by 20 (50*70 → 50*50); hitbox slightly expanded horizontally; recovery reduced by 3F (16F → 13F); advantage on block increased by 3F (-1F → +2F); on hit can be followed by normal attacks
    Yoga Catastrophe (UC1) can now be activated even when Yoga Fire remains on-screen
    Yoga Shangri-La (UC2) throw range slightly increased; command changed from 236236+PPP in air to 236236+KKK in air

    In fairness, there's a lot more in there than just the extra damage. He's received a lot of tweaks on his long range game which decreases his recovery or increases block stun on those moves. They also made it so you can follow up after EX Yoga flame (gives the mocve a use) and made it so you U1 with a fireball already out which I think is great.

    He was strong in the arcades, and good players of those arcades gave their feedback. The chances are we're going to get a 2015 ver anyway I think, so these things might change yet.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    If you saw any videos of the s. mk in action it did look fairly ridiculous. :pac:


  • Registered Users, Registered Users 2 Posts: 383 ✭✭OdgeXD


    ladnopoka wrote: »
    cody is useless to guys

    Bottom tier ez


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    The Sim mk was nuts, baffled me why they ever even gave him that. Isn't st.mk only good for AA and vs big characters in the neutral game anyway? (does it not whiff over normal characters? Or maybe I'm dreaming @_@) Deffo had to go. Not to mention it kinda broke the character archetype, IMO ; When you get sim cornered or close to, focus is a big tool in keeping on pressure and sticking him to the corner. When you pressure Sim in corner, after you push yourself out a little, charging lvl2 focus to get back in, is pretty much every characters best option to keep pressure on. He has very little options to deal with that when he's cornered, and that's the way it's meant to be. Cornering him can be such a nightmare, that you deserve a lot of reward for doing so. Letting Sim just press mk on reaction to focus to get CH damage, push the opponent back and to alleviate pressure is silly given the type of character he is. Also it was an absolute nightmare for the bigger characters that it made the MUs flatout unwinnable, or close to


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Guile should get Sim's 2 hit st mk. Only fair like.


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  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    D4RK ONION wrote: »
    They also made it so you can follow up after EX Yoga flame (gives the mocve a use

    The move already had a use as a finisher of combo's. Its still too slow to use outside of that....and they took 20 damage off of it. It's an interesting trade but it would have been nice to keep the damage.
    D4RK ONION wrote: »
    and made it so you U1 with a fireball already out which I think is great.

    That's not a buff. We've been able to do that since vanilla. What they did was remove it for Ultra.....and then change their minds at the last second and put it back in. :p


  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION


    Kirby wrote: »
    The move already had a use as a finisher of combo's. Its still too slow to use outside of that....and they took 20 damage off of it. It's an interesting trade but it would have been nice to keep the damage.
    When I said it was pointless atm I meant no sim uses it, because they're either using ex.fireballs or they're saving up for super. This might change that meta.


    That's not a buff. We've been able to do that since vanilla. What they did was remove it for Ultra.....and then change their minds at the last second and put it back in. :p
    Ah my bad. I was reading it wrong, I thought it said you could fireball while U1 was out now.


  • Registered Users, Registered Users 2 Posts: 800 ✭✭✭The Hound


    Sagat Deejay Tier in Ultra frown.png


  • Moderators Posts: 5,599 ✭✭✭Azza


    The Hound wrote: »
    Sagat Deejay Tier in Ultra frown.png

    You wish Sagat was going be that good!!!


  • Registered Users, Registered Users 2 Posts: 332 ✭✭Simon_K


    Which characters do you guys think will be top tier/most solid in ultra?


  • Registered Users, Registered Users 2 Posts: 574 ✭✭✭TheMikenyan


    Not Deejay!


  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    Simon_K wrote: »
    Which characters do you guys think will be top tier/most solid in ultra?

    From what I've seen and just general speculation : Cammy, Fei Long, Abel, Evil Ryu, Rose, Ibuki, all look great to me, probably a few others worth mentioning. Have yet to read full change list or see most character in action to form a proper opinion :)


  • Registered Users, Registered Users 2 Posts: 800 ✭✭✭The Hound


    Viper Makoto Juri Rose Ibuki Chun


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    YUN


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  • Registered Users, Registered Users 2 Posts: 627 ✭✭✭Speed Boat


    I think Yun will more than likely be top tier but not quite in the same way Cammy was in this version (which seems to be how people are referring to him currently).

    I think Hound's list is a fairly good guess (missing Yun) and I'd maybe put Gouken on it as a wildcard.


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